setOwner: Difference between revisions

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(only all units in a group can be transferred)
(linked to agents)
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| From server machine, change the ownership of an object to a given client. Returns [[true]] if locality was changed.<br>
| From server machine, change the ownership of an object to a given client. Returns [[true]] if locality was changed.<br>
This command should not be used to transfer ownership of units with AI (agent are an exeption to this rule).  
This command should not be used to transfer ownership of units with AI ([[agents]] are an exception to this rule).  
Using command in an unintended way will display an on-screen warning and log a message to rpt.<br>
Using command in an unintended way will display an on-screen warning and log a message to .rpt file.<br>
To transfer ownership of all units in a group properly, use [[setGroupOwner]] instead.
To transfer ownership of all units in a group properly, use [[setGroupOwner]] instead.



Revision as of 14:50, 4 February 2015

Hover & click on the images for description

Description

Description:
From server machine, change the ownership of an object to a given client. Returns true if locality was changed.
This command should not be used to transfer ownership of units with AI (agents are an exception to this rule). Using command in an unintended way will display an on-screen warning and log a message to .rpt file.
To transfer ownership of all units in a group properly, use setGroupOwner instead.
Groups:
Uncategorised

Syntax

Syntax:
object setOwner clientID
Parameters:
object: Object -
clientID: Number - clientID of the new owner
Return Value:
Boolean

Examples

Example 1:
_someObject setOwner 12;
Example 2:
_someObject setOwner (owner _playerObject);

Additional Information

See also:
owner

Notes

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Only post proven facts here! Add Note

Notes

Bottom Section

Posted on January 7, 2015 - 18:28 (UTC)
Killzone Kid
The ownership can only be given from server to client. For some reason the server cannot return ownership back with this command.